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Mechanics

Subsystems

Structured subsystems for Chases (obstacle sequences), Infiltrations (IP vs. Awareness), Research (RP accumulation), and Influence (social skill challenges against NPC thresholds).

PF2e provides structured subsystems for complex non-combat scenarios that go beyond a single skill check.

Chases

A chase is structured as a series of obstacles, each requiring a skill check to overcome. The chase has a set number of obstacles (typically 4-6). Each round, participants attempt to overcome the current obstacle using an appropriate skill.

  • Success: Advance past the obstacle
  • Critical success: Advance and gain a lead (or close distance)
  • Failure: Stuck at the obstacle; try again next round
  • Critical failure: Stuck and suffer a setback (injury, lost item, etc.)

The chase ends when one side overcomes all obstacles or the gap becomes too large.

Infiltrations

Infiltration subsystem models heist-style scenarios:

  1. Preparation phase — Characters gather information, establish covers, and acquire tools. Each preparation action gives a bonus or unlocks an approach during the infiltration.
  2. Infiltration points — Characters earn Infiltration Points (IP) by succeeding at challenges. Accumulating enough IP completes the infiltration.
  3. Awareness — Failures increase an Awareness counter. If Awareness reaches its threshold, the infiltration is blown and the group is caught.
  4. Complications — Between challenges, the GM may introduce complications that require immediate attention.

Research

The research subsystem structures investigation and study:

  • A research topic has a level and a number of Research Points (RP) needed to complete.
  • Each research attempt uses a relevant skill; success earns RP, critical success earns bonus RP.
  • Different skills may unlock different facets of the same topic.
  • Failure earns no RP; critical failure introduces false leads.

Influence

Used for social scenarios (convincing a council, swaying a crowd):

  • NPCs have Influence thresholds and preferred/rejected skills.
  • Characters make skill checks to gain Influence with specific NPCs.
  • Discovery checks reveal NPC preferences before attempting to influence them.